NEWS

Who wants to help me interpret some tarot?

Let me first say that the content of the thread relies heavily on the SWT book, and a physical set of cards.

So I'm starting up a Sixth World Tarot campaign with a group of very green players. They all have at least a little tabletop experience, but their knowledge of shadowrun is middling to none. Anyways, I mostly just thought the SWT was cool as hell, and got the deck to use as a campaign prop. But then after I picked out several pieces of lore I want to use in the campaign, I figured it could be fun to do a reading and try to write the arcs around the cards that came up.

So it's going to lean on the side of a black trenchcoat game, and I want to do a slow burn, introducing the tarot very gradually. I've got the first run figured out, and it's going to involve a fake card, and then a second one for filler, but once those are done to let the players feel out the system, I want to start planning around these cards, and any suggestions, or just a few more sets of eyes to pick out symbols, would be awesome.

I started with a Nuyen Roots layout, and figured that serve to lay a foundation of sorts for the current state of the shadows. How is the stage set when things kick off, basically, and what events and plots are already in their formative stages? I was thinking that the cards that show up here are the ones that have already been discovered by other parties when the campaign begins.Officers: Ace of Coins, The Comet, The Awakened WorldManagers: Karma (Material), Two of Cups (Astral), Queen of Blades - inversed (Matrix)Peers: Nine of Cups (Material), Eight of Cups (Astral), Ten of Blades (Matrix)Avatar: Seven of Batons

Followed that up with a Nuyen Branches layout, which I'm thinking could serve as inspiration for how to involve the PCs in plots and where they will end up going (game starts in Seattle but could convievably go to other areas). These could also be the cards that the PCs will find themselves, or have to race against other parties to acquire.Avatar: Seven of BatonsPromotion: Three of Coins (Material), Queen of Batons (Astral), The Ride (Matrix)Career: Queen of Coins (Material), Vigilante - inversed (Astral), The High Priestess (Matrix)Destiny: Eight of Coins - Inversed (Material), The Matrix - inversed (Astral), Eight of Blades (Matrix)

I literally just finished this so I haven't had a chance to look for symbols and stuff yet, but I think it could be fun that blades is the only suit that shows up in the Matrix branches, and that that's the ONLY place the suit appears.A few elements I KNOW I want to use are the corps and several of the characters mentioned in Book of the Lost (MCT, Aztechnology, Wuxing, and Saedder-Krup). I might use Ares as well, if I can do it without stretching too thin. I forsee Armando Salazar as being the game's BBEG, with Nightmare (Halloweeners leader) being kind of a starter antagonist and MCT's Thaumaturgical-Research Unit 13 hounding them during the middle. I HAVE to use Taco Temple, because it's just too good, but beyond those things, I'm going to be looking to the above-listed cards. Any ideas?

Yeah! The Sixth World Tarot. I've been reading a ton of it and looking over the cards, and now, instead of the reading, I think I'm going to have them starting out by going a set of four for the first ark. They'll be running against Nightmare of the Halloweeners, who has one card. He's trying to ransom the son of an exec (kid was a member of Nova Rich that got captured in a street fight) for a second card of the same set (possessed by the Johnson). The job is just to get the kid back, the cards won't be mentioned at first, but this lets me plant the seeds for a slow build up.

Once they've gotten a set and a taste of the power, I figure the next act will see them trotting around to other cities looking for more and going up against TRU-13, then the stakes get high in the final act with them racing against Armando Salazar for something or other.